Starfinder: Xenomorph Ape

Chris Van Deelen

Xenomorph Ape (Combatant) CR 3 XP 800

Neutral medium aberration

Init +7; Senses Blindsight (sound) 60 ft.; Perception +0

 

Defense                                                             HP 40

EAC 14; KAC 16

Fort +5; Ref +5; Will +4

Defensive Abilities Acid blood, acid splash; immunities Acid, cold, vacuum

Weaknesses Vulnerability to fire

 

Offense

Speed 50 ft.

Melee Bite, +11 (1d8+9 P) or two claws +7, (2d6+9 plus grab S) or tail +11, (1d10+9)

Space 5 ft. Reach 10 Ft.

Offensive Abilities Grab, inner jaw, spew, trip

 

Statistics

Str +6; Dex +3; Con +0; Int -4; Wis -2; Cha -2

Skills Acrobatics +8, athletics +8 (+13 climb), stealth +18 (+23 in hive)

Feats Improved Initiative

Languages None

Other Abilities Stalker, tail.

Gear None

 

Ecology

Environment Any

Organization Solitary or small groups (1d4)

 

Special Abilities

Acid blood (Ex) The blood of the Xenomorph is highly acidic. Whenever it bleeds, the blood will burn through almost any substance and will cause 1d6+3 points of damage. The blood will continue to burn for 1d6+6 rounds, causing damage each round. Attacking the Xenomorph with natural weapons is a very poor idea.

Acid Splash (Ex) Whenever the Xenomorph is hit by any type of attack which deals more than 10 points of damage in a single strike; the blood will have a chance to effect anyone near. The acid splash has a radius of 20 ft. and those caught in the area of effect are allowed a Ref save (DC 12) to avoid taking damage. If the save fails, the victim will suffer 1d6+3 points of damage per round, for 1d6 rounds.

Grab (Ex) When the Xenomorph happens to be within range of a hive, it will often attempt to grab and drag a victim back to the hive to be cocooned and impregnated. The creature must make a claw attack, it will do normal damage. If the attack roll successfully hits the target’s KAC +4, the creature automatically grapples the foe as a free action. (If it hits the targets KAC +13, it instead pins the target). If it succeeds, the creature will then drag the victim back to the hive to be used as a host. The victim can attempt to break free while grappled, requiring a successful escape (using the acrobatics skill). If the victim turns out to be ‘troublesome’ the creature can opt to bite in order to make the target more ‘compliant’.

Inner Jaw (Ex) Possessing an additional ‘jaw’ the creature can opt to use this attack. It typically will use this on a grappled target, or it can opt to use this in addition to the bite. The bite does slightly less damage (1d6+8 S) but is more accurate. The creature has a +14 with this particular attack, and if the target is grappled, then the bonus is +17.

Natural Weapons (Ex) Cannot be disarmed.

Spew (Ex) This Xenomorph is able to spew acid in a 30 ft. cone. All targets in the area of effect must make a Ref save (DC 12) or be struck by the acid. The acid will do 1d6+3 points of damage per round for 1d6 rounds. Those who make the save take no damage at all. The beast can use this three times per day.

Stalker (Ex) The Xenomorph is a near-perfect predator. As such it gains a +5 racial bonus to stealth rolls, and whenever the creature is in a hive, this bonus increases to +10

Tail (Ex) Thanks to the longer tail, this creature is able to climb at its full movement rate, and gains a racial bonus of +5 to Athletics.

Vulnerability to fire (Ex) The creature has few vulnerabilities, and fire is one. Whenever it encounters fire, the creature will take an additional 50% damage (rounded to nearest) and suffer a -4 to any saving throws involving fire.

 

This variant of the Xenomorph is what is produced when a Facehugger is able to implant one of the larger primates which happen to live on most worlds. The creature is stronger and able to withstand more damage than over types, particularly the Drones, and has all the standard aspects of the Xenomorph species.

It has one thing in common with the Spitter Xenomorph – it is able to spew its acidic blood out to 30 feet, and can affect a large number of targets at once.  It thankfully can only use this ability a few times a day; otherwise it would make an already deadly beast even worse!

When it comes to the physiology of the creature, it has the same bio-mechanical build as the other variants, but tends to be more barrel-chested, and the arms are longer (which means it can strike at further ranges). The legs are somewhat shorter, but this doesn’t slow the beast down – in fact, it is quite fast when travelling on all fours.

Like the great-apes they have taken part of their genetic code from, they are physically a lot stronger than their cousins, with the exception of Praetorians, Kings, and Queens. This makes the creatures absolutely terrifying to watch when they being to rip apart metal doors, walls, even men and heavily armored individuals.

Starfinder Creature Index

Chris Van Deelen is the creator and contributor to over half of the Wisdom from the Wastelands series, contributor to the Swords of Kos: Hekaton anthology. He also wrote Creatures of the Tropical Wastelands, and 100 Oddities found in a Car. As prolific as he is, Chris Van Deelen continues to write and produce material which will be in publication soon. Not only is he a prolific content creator, he also has a wide selection of fiction and stories! If you like his work, please follow his personal author page on Facebook and on Twitter to keep up with his latest news and game content.